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Messages - Stefan

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In all, I think that the road to DX11 gaming and a general improvement in the titles we see is looking good for 2010 and beyond. I spoke with one developer who told me that coding for DX11 was not more difficult than DX10 or DX9 and the return on their investment was better than with either. This means that developers (with a little help from NV and AMD) will have better tools at hand to create better and more engaging games which is great for the consumer, no matter what GPU (or CPU) is in your system.

Full story at TweakTown

3D-Tech News Around The Web / PhysX System Software 9.09.1112 available
« on: December 07, 2009, 06:12:58 PM »
Download links via PhysXInfo

Intel's Larrabee will launch eventually, but not as a GPU. The project has suffered a final delay that proved fatal to its graphics ambitions, so Intel will put the hardware out as a development platform for graphics and high-performance computing. But Intel's plans to make a GPU aren't dead; they've just been reset, with more news to come next year.

Full story at ArsTechnica

3D-Tech News Around The Web / Dragon Age: Origins' Multi-Core Success
« on: December 04, 2009, 04:13:33 PM »
Some things are worth the wait. And after a cursory tease 5+ years ago, RPG gamers are getting the payoff with the November release of Dragon Age*: Origins by BioWare.

There's a lot there to get excited about. The game is a blow-the-house-down stunner, full of epic battles, fractured heroes, intricate storylines, and rich visuals. For software developers, what might be even more intriguing is this: BioWare redefined its entire development process to take full advantage of multi-core chip architecture. With a little help from Intel.
Threaded Game Engine Helps Create New World In EA BioWare’s Dragon Age*: Origins

    By mid-2005, a technology shift was fully underway: replacing single-core architecture with multi-core. For BioWare, this posed a very real dilemma. Already a year into developing Dragon Age: Origins, they realized it would be released onto a very different platform than most PC gamers had used.

    As the saying goes, "change or die." So they changed. Working with Intel engineers and using Intel® development tools, BioWare went back to the drawing board and embraced parallelism from all sides (including understanding the pitfalls that are the bain of an ISV's existence). The results are speaking for themselves.

Download the PDF

The December 2009 release of 3D Rad comes with a fully featured HLSL shader editor and debugger. The ability to directly add HLSL code to regular scripting, which can be used to manipulate run-time shader parameters, aims to maximize shaders portability while also simplifying prototyping and development.

This update also comes with new features to improve ease of use further for non-coders and important bug fixes.

3D Rad is a freeware, user-friendly 3d editor with a straightforward developing workflow and ready-to-use physics simulation. You can use it to create any sort of stand-alone, interactive 3d project for Windows Vista/XP.


Video and photo gallery in german at ComputerBase, in english at HotHW

The Royal Society (full name: Royal Society of London for the Improvement of Natural Knowledge) is marking the start of its 350th year by putting pdf versions of 60 notable papers from its journal, Philosophical Transactions (founded in 1665) on the web. 

Full story at Realtime Rendering

3D-Tech News Around The Web / Unity game engine used to solve crime
« on: December 02, 2009, 06:48:34 PM »
One university is using 3D video game technology and high-def scanning to replicate real crime scenes in a virtual world.

Full story at GamePro

3D-Tech News Around The Web / AVIVO PureVideo DXVA HD Acceleration Guide
« on: December 02, 2009, 05:48:06 PM »
HTPCs and HD content are growing more and more around the GPU industry. ATI and NVIDIA have been working on technologies to playback and enhance this video content for many years. NVIDIA started working on their PureVideo technology and added the PureVideo HD some time ago. ATI on the other hand, has their own AVIVO technology and as it was obvious, they name their latest technology AVIVO HD.

Full story at BmR

During the recently held SC09 conference in Portland, Oregon - Intel finally managed to reach its original performance goal for Larrabee. Back in 2006, when we first got the first details about Larrabee, the performance goal was "1TFLOPS@ 16 cores, 2.0 GHz clock, 150W TDP". During Justin Rattner's keynote, Intel demonstrated the performance of LRB as it stands today.

Full story at BSN

Have you been looking for a performance monitor tool for your brand new and expensive Nvidia graphics card, and didn’t find anything working for a Windows 7 x64 system?

Get it from Acmelabs

HPMC is a small OpenGL/C/C++-library that extractes iso-surfaces of volumetric data directly on the GPU.

The library analyzes a lattice of scalar values describing a scalar field that is either stored in a Texture3D or can be accessed through an application-provided snippet of shader code. The output is a sequence of vertex positions and normals that form a triangulation of the iso-surface. HPMC provides traversal code to be included in an application vertex shader, which allows direct extraction in the vertex shader. Using the OpenGL transform feedback mechanism, the triangulation can be stored directly into a buffer object.   

3D-Tech News Around The Web / NVIDIA SceniX available
« on: December 01, 2009, 06:01:38 PM »
Changes/Improvements in SceniX v5.
* Introduced a size culling algorithm to cull objects that cover less
  than an optional user-specified size on screen. 
* Fixed a crash on converting triangles to triangle strips after
  optimizers have been applied.
* Primitives, when added to a Shape, did not add the Shape object as
  owner. This has been fixed. 
* Window dimensions were not passed to the ViewState prior to a window
  resize event. This has been fixed now.
* The supplied Cg runtime has been upgraded to version 2.2.0010
* Changing the GPU format of a TextureImage remained unconsidered if
  the change happened after image upload. This has been fixed.
* Skinned animations were not working anymore after applying
  optimizers. This has been fixed.   

Changes/Improvements in SceniX v5. beta
* Added the wxPP sample, an example showing how to implement cumulative
  post-processing effects using FBOs and Cg shaders. Specifically, this
  example shows how to implement HDR using post-processing techniques in SceniX.
* Fixed an issue with shadow handling
* Improved the wxiRT sample, e.g. it now supports multiple GPUs.
* Added the PhysXViewer sample, A simple example showing one way to integrate
  PhysX with SceniX.
* Cg shaders, if auto-generated by the supplied COLLADA loader, will
  compile to the latest available profile now. Previously, these
  shaders were compiled using the gp4*p profiles, which caused even
  simple phong shaders to not work on older hardware.
* Added CudaRT.dll so the CUDA toolkit does not have to be installed
  to run the wxiRT sample.

3D-Tech News Around The Web / Colin McRae: DiRT 2 DX11 demo available
« on: December 01, 2009, 05:08:56 PM »
Colin McRae: DiRT 2 features a roster of contemporary off-road events, taking players to the most diverse and challenging real-world environments. This World Tour has players competing in aggressive multi-car and intense solo races at extraordinary new locations, from canyon racing and jungle trails to city stadium-based events.

Powered by the third generation of the EGO™ Engine’s award-winning racing game technology, Colin McRae: DiRT 2 benefits from tuned-up car-handling physics system and new damage engine effects. It also showcases a spectacular new level of visual fidelity, with cars and tracks twice as detailed as those seen in Race Driver: GRID.

Colin McRae: DiRT 2’s garage  houses a best-in-class collection of officially licensed rally cars and off-road vehicles, specifically selected to deliver aggressive and fast paced racing. Covering seven vehicle classes, players will be given the keys to powerful vehicles right from the off. In Colin McRae: DiRT 2 the opening drive is the Group N Subaru; essentially making the ultimate car from the original game the starting point in the sequel and the rides just get even more impressive.

In addition to the World Tour, Colin McRae: DiRT 2 comes complete with full online functionality that will be core to the overall experience, with head-to-head competitive online play and new social features to engage the racing community. Prepare for mud, gravel, dust and dirt too in Colin McRae: DiRT 2!

Direct download

To run the internal benchmark use:
dirt2.exe -benchmark example_benchmark.xml

3D-Tech News Around The Web / TechPowerUp GPU-Z v0.3.8 available
« on: December 01, 2009, 05:02:13 PM »
GPU-Z 0.3.8

    * Added framework for translations in GPU-Z, to do that we need your help. Please go to to submit contributions in your language
    * Added sensors to monitor GPU load percentages on NVIDIA
    * Fixed startup on Windows 2000 (DLL not found)
    * Improved detection/added sensors for ATI M86
    * Fixed several NVAPI crashes
    * Fixed crash when PhysX not available
    * GPU-Z can now be set in its system menu to be always on top of other windows

3D-Tech News Around The Web / Notepad++ v5.6 available
« on: November 30, 2009, 11:10:03 AM »
Notepad++ v5.6 new features and fixed bugs (from v5.5.1) :

1.  Add languages encoding - Chinese traditional (BIG5), Chinese Simplified (GB2312), Japanese (Shift JIS), Korean (EUC), Thai (TIS-620), Hebrew (iso-8859-8), Hebrew (1255), Central European (1250), Cyrillic (1251), Cyrillic (KOI8-U), Cyrillic (KOI8-R), Cyrillic (Mac), Western European(1252), Greek (1253), Turkish(1254), Arabic (1256), Baltic (1257), Vietnamese (1258), ISO_8859-1 to ISO_8859-16 and a lot of more.
2.  Add auto-detection of HTML and XML files encodings.
3.  Add COBOL, D, Gui4Cli, PowerShell and R language support.
4.  Add Marker Jumper feature (Jump down/up : Ctrl+Num/Ctrl+Shift+Num).
5.  Add indent guide line highlighting for html/xml tags.
6.  Add system tray context menu and new command argument "-systemtray".
7.  Fix Unicode to ANSI encoding bug.
8.  Fix last recent file list menu items localization encoding bug.
9.  Fix last recent file number goes to zero issue.
10. Add new command argument "--help".
11. Fix Calltip hint bug and add a new capacity in it.
12. Add the ability to add the second keyword group for user in both LISP and Scheme languages.
13. Fix the wrap symbol display problem.
14. Add SQL ESC symbol '\'.
15. Fix column editor insert number bug in virtual space mode.
16. Fix status bar displaying "-2 char" issue for a empty document.
17. Fix installation of NppShell64 failed issue in installer.

ATI Catalyst™ Driver Hotfix to improve Dirt 2 performance

Problem Description:

ATI CrossFireX™ is not being utilized when playing Dirt 2.


AMD has developed a Hotfix to resolve this issue.  This Hotfix applies only to PCI-Express graphic card in the Radeon™ HD-series.

3D-Tech News Around The Web / Re: SiSoftware Sandra to support OpenCL
« on: November 27, 2009, 04:28:08 PM »
Lite version already available at BenchmarkHQ

3D-Tech News Around The Web / Jacket GBENCH (v1.0) available
« on: November 26, 2009, 06:18:26 PM »
Jacket GBENCH allows users to gauge the GPU performance of their computer relative to equivalent benchmarks obtained from a variety of other computers, including the CPU of the same computer. Benchmarks include six different tasks, common to the technical computing community:

    1.      LU:      LU decomposition of 1024 x 1024 matrix
    2.      FFT:      Fast Fourier Transform of a 2^20 x 1 vector
    3.      BLAS:      Matrix multiplication of two 1024x1024 matrices
    4.      3D Conv:      Convolution of 64x64x64 array with 3x3x3 kernel
    5.      FOR/GFOR:      Matrix-vector multiplication of 1024x1024x32 array
    6.      Equations:      Solution of a system of 1024 equations

GBENCH is a practical application benchmark measured in real seconds and is not meant to be a scientific or theoretical benchmark measured in GFLOPs. Also note that for fairness, arithmetic precisions (e.g. double, single) have been matched on the CPU and GPU. Finally, the data sizes used in these computations are large enough to exploit data parallelism (e.g. no scalar arithmetic was attempted). This benchmark assumes a data parallel problem.

Note: GBENCH v1.0 was built using Jacket v1.2.1 and MATLAB R2009b. GBENCH requires CUDA 2.3 (driver and toolkit).

will not work with older CUDA versions!
Here is my result:

3D-Tech News Around The Web / SiSoftware Sandra to support OpenCL
« on: November 26, 2009, 05:51:47 PM »
London, UK, 30th November 2009
SiSoftware releases its suite of OpenCL GPGPU (General Purpose Graphics Processor Unit) benchmarks as part of SiSoftware Sandra 2010, the latest version of our award-winning utility, which includes remote analysis, benchmarking and diagnostic features for PCs, servers, and networks.

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